I think there was request about dumping code of SVOGI to public, but I can’t find thread.
Anyway, it would cool to have access to this code trough github. I know it’s not exactly engine version anyone sane would want to use for production, but that is beyond the point.
It would nice to have it, because recently there was quite an emergence in various application of Voxels for GI, and some techniques seems promising.
Even early code would be useful, to simply not reinvent wheel from scratch, but to have some starting point.
Totally agreed on that. SVOGI is incredible great technique, too bad it was removed.
I guess a lot of people would like to use it either in games or for architectural visualizations.
It would be really cool if SVOGI code was uploaded as well.
From my quite basic understanding, SVOGI is just Voxel Cone Tracing inside of a Sparse Voxel Octree and that it utilizes the GPU voxelization ?
and im guessing here but the Sparse Voxel Octree gathers the direct lighting and stores a hierarchical graph representation of the geometry as voxels ? Then the Voxel Cone Traces the indirect lighting through the bouncing off the voxels ?
Id love correction on my thoughts, It seems super interesting and i’d love to know more. illumination and visibility determination is some of my favorite stuff. The SVOGI code would be a dream, just to be able to look at it, and modify if possible.
I’m afraid we can’t make the source to SVOGI available in a productive manner
We underwent a lot of effort to ensure we can release the full source without an NDA from a legal point of view and SVOGI was removed well before this work took place.
The changes for SVOGI are wide reaching and it isn’t just a few files here and there and there is no good way to isolate the code.
Additionally the renderer has changed significantly so even if we were able to isolate the feature, it would be a monstrous amount of work to make it work with the current renderer. FWIW, the maintenance burden is one of the reasons we removed it from the codebase.
Yeah, I completely understand all this. That’s why the suggestion was to release the bunch of code and explicitly state NO official support, NO official integration, NO official bug fixes.
Would that still be a problem or do I miss something?
Why don’t you upload the latest branch that contained SVOGI before it was removed? There is no need to isolate the feature. Does it contain other third party code that is under a NDA and/or can’t be made public?
I do believe that, that was entirely his point. That last revision (before SVOGI was removed) was before they audited the code for legally troublesome parts, and also from the sound of it, it wasn’t an isolated part, so they would pretty much have to audit the entire thing again (not a simple process).
I wouldn’t worry too much. Nvidia seems to be pushing voxel cone-tracing pretty hard lately, so I suspect you’ll see it in some form around the time the hardware exists to properly handle it beyond limited demo scenes.
Most likely, yes. In order for us to change our distribution model to allow folks to receive the code without an NDA we had to go over all third party software in the engine and check the various legal agreements covering its distribution. We’ve negotiated better distribution rights for some, and removed others. Sadly we don’t have a good list of what exactly we did over the course of time as it was a long and gradual process and doing the audit is a long an burdensome effort.
I hope Nvidia makes the UE4 integration of VXGI available to the public / UE4 subscribers, then we are going to have voxel based GI (with much better performance (according to Nvidia) at least on gtx 970/980).
But yeah, the source code of SVOGI and the demo shown by Allan Willard would have been nice.